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#include "stdafx.h"
#include "Player.h"
#include "Audio.h"
#include "Exception.h"
namespace sound {
const Nat Player::bufferPartTime = 1;
const Nat Player::bufferParts = 3;
#ifdef SOUND_DX
const Nat Player::sampleDepth = sizeof(float);
#endif
#ifdef SOUND_AL
const Nat Player::sampleDepth = sizeof(short);
#endif
const GcType Player::partInfoType = {
GcType::tArray,
null,
null,
sizeof(Player::PartInfo),
0,
{}
};
Player::Player(Sound *src) :
src(src), buffer(),
lastFilled(0), bufferPlaying(false),
fVolume(1.0f), tmpBuffer(null) {
partInfo = runtime::allocArray<PartInfo>(engine(), &partInfoType, bufferParts);
lock = new (this) Lock();
finishEvent = new (this) Event();
// finishEvent.set();
freq = src->sampleFreq();
channels = src->channels();
if (channels > 2)
WARNING(L"More than two channels may not produce expected results.");
AudioMgr *mgr = audioMgr(engine());
// Do not try to start playback if audio initialization failed.
if (mgr->device()) {
initBuffer();
audioMgr(engine())->addPlayer(this);
fill();
} else {
TODO(L"Implement a reasonable fallback for timings.");
}
}
Player::~Player() {
// Do not close 'src' as it might have already been destroyed.
src = null;
lock = null;
// Bare minimum cleanup. Most other objects might be destroyed.
if (buffer) {
destroyBuffer();
buffer = SoundBuffer();
}
}
void Player::close() {
Lock::Guard z(lock);
if (buffer) {
AudioMgr *mgr = audioMgr(engine());
mgr->removePlayer(this);
destroyBuffer();
buffer = SoundBuffer();
}
if (src) {
src->close();
src = null;
}
}
void Player::volume(Float to) {
fVolume = to;
if (buffer)
bufferVolume(to);
}
Float Player::volume() {
return fVolume;
}
void Player::play() {
if (buffer) {
bufferPlay();
finishEvent->clear();
bufferPlaying = true;
}
}
void Player::pause() {
if (buffer) {
bufferPlaying = false;
bufferStop();
// TODO: This will not resume playback exactly where we paused.
}
}
void Player::stop() {
if (buffer) {
bufferPlaying = false;
bufferStop();
finishEvent->set();
// Reset position if possible. TODO: Should we do this now? It is probably better to
// wait until somebody calls 'play' again, or even do the fill in the background. This
// implementation makes 'stop' unexpectedly expensive.
Lock::Guard z(lock);
if (src->seek(0))
fill();
}
}
Bool Player::playing() {
return bufferPlaying;
}
void Player::wait() {
finishEvent->wait();
}
void Player::waitUntil(Duration t) {
while (bufferPlaying) {
Duration at = time();
if (at >= t)
break;
Duration r = t - at;
if (r > time::ms(400)) {
// Long interval, yield to other threads.
os::UThread::sleep(nat(r.inMs() - 100));
} else {
// Short interval left, poll as much as we can.
os::UThread::leave();
}
}
}
Nat Player::next(nat part) {
if (++part < bufferParts)
return part;
else
return 0;
}
void Player::fill() {
Lock::Guard z(lock);
for (nat i = 0; i < bufferParts; i++)
fill(i);
}
/**
* Backend specific code.
*/
#ifdef SOUND_DX
void Player::initBuffer() {
WAVEFORMATEX fmt = {};
fmt.wFormatTag = WAVE_FORMAT_IEEE_FLOAT;
fmt.nChannels = channels;
fmt.nSamplesPerSec = freq;
fmt.nBlockAlign = channels * sampleDepth;
fmt.nAvgBytesPerSec = freq * fmt.nBlockAlign;
fmt.wBitsPerSample = sampleDepth * 8;
fmt.cbSize = 0;
DSBUFFERDESC desc = {
sizeof(desc),
DSBCAPS_CTRLVOLUME | DSBCAPS_CTRLPOSITIONNOTIFY | DSBCAPS_GLOBALFOCUS,
bufferSize(),
0,
&fmt,
DS3DALG_DEFAULT,
};
IDirectSoundBuffer *b = null;
AudioMgr *mgr = audioMgr(engine());
if (!mgr->device())
return;
HRESULT r = mgr->device()->CreateSoundBuffer(&desc, &b, NULL);
if (SUCCEEDED(r)) {
r = b->QueryInterface(IID_IDirectSoundBuffer8, (void **)&buffer);
}
IDirectSoundNotify8 *notify = null;
if (SUCCEEDED(r)) {
r = buffer->QueryInterface(IID_IDirectSoundNotify8, (void **)¬ify);
}
if (SUCCEEDED(r)) {
event = CreateEvent(NULL, TRUE, FALSE, NULL);
// Set up notifications. One in the beginning of each section of the buffer.
DSBPOSITIONNOTIFY n[bufferParts];
for (nat i = 0; i < bufferParts; i++) {
n[i].dwOffset = i * partSize();
n[i].hEventNotify = event.v();
}
r = notify->SetNotificationPositions(bufferParts, n);
}
if (FAILED(r))
throw new (this) SoundInitError();
::release(notify);
::release(b);
}
void Player::destroyBuffer() {
buffer.release();
CloseHandle(event.v());
event = Handle();
}
void Player::bufferVolume(float to) {
// TODO? Transform the 'to' somehow first? Values below ~0.5 are almost not hearable.
// Re-scale 'to' from [0 - 1] to [DSBVOLUME_MIN - DSBVOLUME_MAX].
Float v = DSBVOLUME_MIN + to * (Float(DSBVOLUME_MAX) - Float(DSBVOLUME_MIN));
buffer->SetVolume(LONG(v));
}
void Player::bufferPlay() {
buffer->Play(0, 0, DSBPLAY_LOOPING);
}
void Player::bufferStop() {
buffer->Stop();
}
Duration Player::time() {
DWORD pos = 0;
buffer->GetCurrentPosition(&pos, NULL);
nat part = pos / partSize();
nat64 sample = partInfo->v[part].sample;
if (!partInfo->v[part].afterEnd)
sample += (pos % partSize()) / sampleSize();
sample *= 1000000;
sample /= freq;
return time::us(sample);
}
void Player::onNotify() {
DWORD play;
buffer->GetCurrentPosition(&play, NULL);
nat playPart = play / partSize();
if (partInfo->v[playPart].afterEnd) {
stop();
} else {
Lock::Guard z(lock);
for (nat at = next(lastFilled); at != playPart; at = next(at))
fill(at);
}
}
void Player::fill(nat part) {
partInfo->v[part].sample = src->tell();
partInfo->v[part].afterEnd = false;
void *buf1 = null, *buf2 = null;
DWORD size1 = 0, size2 = 0;
buffer->Lock(partSize() * part, partSize(), &buf1, &size1, &buf2, &size2, 0);
partInfo->v[part].afterEnd |= fill(buf1, size1);
partInfo->v[part].afterEnd |= fill(buf2, size2);
buffer->Unlock(buf1, size1, buf2, size2);
lastFilled = part;
}
bool Player::fill(void *buf, nat size) {
bool afterEnd = false;
float *to = (float *)buf;
nat at = 0;
size /= sizeof(float);
// TODO: We do not need to allocate a buffer at each iteration in the loop.
while (at < size) {
if (src->more()) {
sound::Buffer r = src->read(size - at);
memcpy(to + at, r.dataPtr(), r.filled()*sizeof(float));
at += r.filled();
} else {
afterEnd = true;
for (; at < size; at++)
to[at] = 0.0f;
}
}
return afterEnd;
}
#endif
#ifdef SOUND_AL
/**
* NOTE: In OpenAL the terminology is a bit different compared to DirectSound.
*
* A sound buffer is a sound source in OpenAL.
* A buffer part is a buffer in OpenAL.
*
* We are using the DirectSound terminology here to keep the naming consistent between the
* different backends.
*/
void Player::initBuffer() {
ALuint source = 0;
alGenSources(1, &source);
buffer = source;
if (!buffer)
throw new (this) SoundInitError();
alSourcef(source, AL_PITCH, 1);
alSourcef(source, AL_GAIN, 1);
alSource3f(source, AL_POSITION, 0, 0, 0);
alSource3f(source, AL_VELOCITY, 0, 0, 0);
alSourcei(source, AL_LOOPING, AL_FALSE);
// Create one buffer for each part.
for (Nat i = 0; i < partInfo->count; i++) {
ALuint buf = 0;
alGenBuffers(1, &buf);
if (!buf)
throw new (this) SoundInitError();
partInfo->v[i].alBuffer = buf;
}
if (!tmpBuffer)
tmpBuffer = malloc(partSize());
}
void Player::destroyBuffer() {
free(tmpBuffer);
tmpBuffer = null;
ALuint source = buffer;
alDeleteSources(1, &source);
// Destroy the buffers as well.
for (Nat i = 0; i < partInfo->count; i++) {
ALuint buf = (ALuint)partInfo->v[i].alBuffer;
alDeleteBuffers(1, &buf);
}
}
void Player::bufferVolume(float to) {
alSourcef(buffer, AL_GAIN, to);
}
void Player::bufferPlay() {
alSourcePlay(buffer);
}
void Player::bufferStop() {
alSourceStop(buffer);
// Unqueue all buffers.
for (Nat i = 0; i < partInfo->count; i++) {
ALuint buf = (ALuint)partInfo->v[i].alBuffer;
alSourceUnqueueBuffers(buffer, 1, &buf);
}
}
static ALint getSource(ALuint source, ALenum param) {
ALint result = 0;
alGetSourcei(source, param, &result);
return result;
}
Duration Player::time() {
// TODO: Handle paused state as well.
if (!playing())
return time::us(0);
// 'sample' is the samples in the processed buffers and the current buffer.
Word sample = getSource(buffer, AL_SAMPLE_OFFSET);
Nat part = next(lastFilled);
sample += partInfo->v[part].sample;
sample *= 1000000;
sample /= freq;
return time::us(sample);
}
void Player::onNotify() {
ALint processed = getSource(buffer, AL_BUFFERS_PROCESSED);
time();
// Anything to do?
if (processed <= 0)
return;
Lock::Guard z(lock);
// Fill any processed parts.
for (ALint i = 0; i < processed; i++) {
nat part = next(lastFilled);
// At the end of the stream?
if (partInfo->v[part].afterEnd)
stop();
// We need to unqueue the buffer before we can fill it.
ALuint buf = (ALuint)partInfo->v[part].alBuffer;
alSourceUnqueueBuffers(buffer, 1, &buf);
// Then fill and queue again. Updates 'lastFilled'.
fill(part);
}
// See if we were too slow refilling the buffer.
if (bufferPlaying && getSource(buffer, AL_SOURCE_STATE) == AL_STOPPED) {
// Start playing again now that we have queued some more data.
alSourcePlay(buffer);
}
}
void Player::fill(nat part) {
partInfo->v[part].sample = src->tell();
partInfo->v[part].afterEnd = fill(tmpBuffer, partSize());
ALuint partBuffer = partInfo->v[part].alBuffer;
ALenum format = channels == 2 ? AL_FORMAT_STEREO16 : AL_FORMAT_MONO16;
alBufferData(partBuffer, format, tmpBuffer, partSize(), freq);
alSourceQueueBuffers(buffer, 1, &partBuffer);
lastFilled = part;
}
inline float clamp(float v, float max, float min) {
return std::max(std::min(v, max), min);
}
inline short convert(float src) {
return short(clamp(src * 32767, 32767, -32768));
}
bool Player::fill(void *buf, nat size) {
bool afterEnd = false;
short *to = (short *)buf;
nat at = 0;
size /= sizeof(short);
while (at < size) {
if (src->more()) {
sound::Buffer r = src->read(size - at);
for (Nat i = 0; i < r.filled(); i++)
to[at++] = convert(r[i]);
} else {
afterEnd = true;
for (; at < size; at++)
to[at] = 0;
}
}
return afterEnd;
}
#endif
}
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